Lets face it, the demand to nerf feedback pulse is coming mostly from people exploiting and using a macro program. they aren't quick enough to turn it off. Why should I loose a great def mechanisim, so people can keep their cheats and gain an edge offensively, while striping a defense.
Do not come in here and cry, and lie saying you don't use it. I do not use it and I do not die to fbp, reason being i stop firing.
No, the demand to nerf FBP comes from the fact that it's doing too much damage.
It singlehandedly makes perhaps the most familiar and iconic Star Trek weapons (i.e. beams) nearly useless in a PvP environment. That's stupid and broken, and needs to be fixed. I shouldn't take 30-50% hull damage in the few seconds it takes to clear my target and stop firing.
No, the demand to nerf FBP comes from the fact that it's doing too much damage.
It singlehandedly makes perhaps the most familiar and iconic Star Trek weapons (i.e. beams) nearly useless in a PvP environment. That's stupid and broken, and needs to be fixed. I shouldn't take 30-50% hull damage in the few seconds it takes to clear my target and stop firing.
The only reason you take damage when somone has feed back pulse s because you are firing at them. If you don't fire, you take no damage.
If we would be able to stop firing beam arrays immediatly then maybe you would have a point.
But right now once you tigger your beam array to fire it will fire the whole cycle with no way to stop it, and a whole cycle vs. a FBP speced aux ship will be enough to destroy you.
If we would be able to stop firing beam arrays immediatly then maybe you would have a point.
But right now once you tigger your beam array to fire it will fire the whole cycle with no way to stop it, and a whole cycle vs. a FBP speced aux ship will be enough to destroy you.
Answer:
Less beams, turn ship so beams are out of attack arc... Seems like fbp is a great counter to 8 beam cruiser boats...
Yep. FBP is the easist to avoid with several ways to see it's being used. The only reason FPB seems effective is because autoattack, autohotkey macro/keystoke people can't stop attacking fast enough.
Game wasn't designed for every weapon firing as often as the macro players use it. Right, there is no punishment for doing it.
If your silly enough to keep attacking a vessel who's clearly sending bolts back at you.. your just a bad player and crying cause you want your exploit to work, but nerf that which gets in the way of your mad dps. Hate to tell you, no ones dps impresses me.. you don't get an uber award for being on top of dmg. Maybe do your team a favor and focus more on surviving than zomg i can't stop shooting, this is unfair.
Heck, clear your auto target and wait a second, FBP doesn't even last long. But no, you must also have auto target enabled and can't keep it cleared.
This is so funny. This sentence shows me that you have never piloted cruisers with all beams, and therefore your argument is vastly flawed.
WRONG, i have a beam boat my self. Klink side, run 8 beams, sometimes 6 and two toprs. I am skilled at keepig you broadside, so you are getting whakced with the most possible. I see one bolt coming back, I STOP FIRING.
Let us assume that I stop firing and all 8 beams are still going to go off, and let us say each FBP does 2k dmg. (which i think is high, but let us do it for argument sake).
That is 8 x's 2,000 = 16k dmg, thats it, thats all
But if you run a cheat macro, and you cant be bothered, or cant hit it off fast enough, you will die. Or if you BOL , you can die too.
Now that respec is here, FBP is mostly over 3.5K. Most science ships out there have maxed it out. And also now that we are mostly doing FvF, people are more inclined to use it. I have been hit for over 6K today by a single FBP and, God forbid, I was not using beam overload. You can get your FB pulses to a minimum of 4K each.
Secondly, your calculation is also flawed. Each beam fires itself 4 times even if you press the button once. This is the main reason why using 6 beams is much better than using all turrets or non-beam weapons on cruisers as your power levels drop drastically. So even if you stop firing and target someone else, your beams will continue firing at that target for a short while longer.
I don't even need to do the calculation here with each pulse hitting over 4K. If the target pops FBP while you are broadsiding, you are dead for sure. Pray to god you only had 3 beams on him, and even then your hull will go down to 40%.
Please don't turn this into a FBP is op or not thread again.. There are thousands already. It's been discussed over and over. FBP is drastically overpowered. Devs also saw this and they are going to change it. They have confirmed it.
Now that respec is here, FBP is mostly over 3.5K. Most science ships out there have maxed it out. And also now that we are mostly doing FvF, people are more inclined to use it. I have been hit for over 6K today by a single FBP and, God forbid, I was not using beam overload. You can get your FB pulses to a minimum of 4K each.
Secondly, your calculation is also flawed. Each beam fires itself 4 times even if you press the button once. This is the main reason why using 6 beams is much better than using all turrets or non-beam weapons on cruisers as your power levels drop drastically. So even if you stop firing and target someone else, your beams will continue firing at that target for a short while longer.
I don't even need to do the calculation here with each pulse hitting over 4K. If the target pops FBP while you are broadsiding, you are dead for sure. Pray to god you only had 3 beams on him, and even then your hull will go down to 40%.
Please don't turn this into a FBP is op or not thread again.. There are thousands already. It's been discussed over and over. FBP is drastically overpowered. Devs also saw this and they are going to change it. They have confirmed it.
Why keep ranting on about it? Please get over it.
Why not address the first part of the post then, autohotkey? You use that? I can survive one round of beams on FBP easily, why? Because i do not exploit. End of story, the calls for its nerf is coming mostly from those that do.
If we would be able to stop firing beam arrays immediatly then maybe you would have a point.
But right now once you tigger your beam array to fire it will fire the whole cycle with no way to stop it, and a whole cycle vs. a FBP speced aux ship will be enough to destroy you.
This is a lie. There has never been any evidence at all of anyone dying from one volley of beams. The only evidence that I've seen of anyone even dying to feedback pulse is through the use of buffs or beam overlord, which FBP is designed to counter.
Your post is invalid.
I too have run all beams on a RA 5 Carrier. It's a horribly noob setup because you're so easily countered. Just because you want to play mathcraft to max out your dps doesn't mean you get to nerf any ability that stand in the way of that.
Use turrets or torpedos if you're so bad that you can't stop firing.
I am trying to test what he says about neams firing 4 times each for every "attack" I have not been able to duplicate that, nor have i suffered from 4k fbp hits, and i have been targeting people with it purposefully.
In other words according to him if i have 8 beams, thats 24 attacks on one buton press, i dont see that, what am i doing wrong assuming he is correct?
I am trying to test what he says about neams firing 4 times each for every "attack" I have not been able to duplicate that, nor have i suffered from 4k fbp hits, and i have been targeting people with it purposefully.
In other words according to him if i have 8 beams, thats 24 attacks on one buton press, i dont see that, what am i doing wrong assuming he is correct?
Billy, you're not doing anything wrong. There's a huge amount of butt buddies on the forums here that are doing exactly what you're saying, abusing 8 beams and macros and they don't want their max dps nerfed. You simply aren't going to get too far on here. I used to bother trying but I'd just get branded a Troll when I asked for any sort of proof, which of course was never provided.
"ZOMG YOU NEED PROOF?! UR A NOOB TROLL"
Pretty telling as to why this game is going to fail. Worst noobs ever.
Billy, you're not doing anything wrong. There's a huge amount of butt buddies on the forums here that are doing exactly what you're saying, abusing 8 beams and macros and they don't want their max dps nerfed. You simply aren't going to get too far on here. I used to bother trying but I'd just get branded a Troll when I asked for any sort of proof, which of course was never provided.
"ZOMG YOU NEED PROOF?! UR A NOOB TROLL"
Pretty telling as to why this game is going to fail. Worst noobs ever.
Yep, seems to me, the biggest gain to my dps is not dying. Return to Spawn = less dps.. wait this goes for many MMO's and man min/maxers... Dead DPS is not DPS.
It's the same cry regardless of what the ability/spell is.
zomg roots suck
zomg chain fear sucks
zomg mezz sucks
There is only one thing i don't like is no counter for SNB. I think everyone should plan for Attack and CounterAttack. Shouldn't just be load up best dps and attack only BOs. If someone fails to stay alert they deserve to go back to spawn.. heck go back to character generation.
I am trying to test what he says about neams firing 4 times each for every "attack" I have not been able to duplicate that, nor have i suffered from 4k fbp hits, and i have been targeting people with it purposefully.
In other words according to him if i have 8 beams, thats 24 attacks on one buton press, i dont see that, what am i doing wrong assuming he is correct?
I can safely say you are a troll.
1) You say FBP hits for an average of 2k (I wish)
2) You CLEARLY don't understand how beams work
3) You state that macro users and auto fire people are the only ones being effected by this.
4) They are changing FBP to work on ALL WEAPON TYPES as per this statement from the devs
Feedback Pulse
Goal: This ability can be used to augment DPS by reflecting your opponents directed energy attacks, as well as a deterrent in PvP if currently the main target of a group.
Changes:
* Reflects all directed energy types (beams, cannons, turrets)
* Feedback Pulse is now an energy type, buffed and resisted as other damage types
* Feedback Pulse reflected damage hits shields first, but does have 50% shield penetration
* Overall reflected damage reduced, where best reflection at version III is about equal to source damage
Countered By: Subnucleonic Beam removes buff, projectile weapon or indirect damage ignores it
Your post is FAIL.
The Devs are right. You are wrong.
You don't seem to understand very much about FBP as it is currently at all.
Ok after like 10 rounds, both cracked planet and salvage, i am noticing:
The most fbp has done to me= 1800, the usual 300-500.
I have also figured out that i can tank the full 15 seconds someone has it up and out heal the dmg with one haz emit.
Most feds are sci/sci and have fbp.
When i used fbp, poped battery first I noticed many people kill them selves. Why? they beam overload. This leads me to believe they not only have fire all weapons built into their macros but their special attacks as well. Because i can not imagine anyone being so stupid to pop BOL while the little white balls are flying back at them.
Even with my ship speced for fbp and battery the dmg was only 1200 ish, but i was using fbp 1 since My top sci slot is 2nd tier.
I died zero times to FBP.
Infact i usualy just stayed right on the target the whole time fbp was up, I just didnt BOL.
3) You state that macro users and auto fire people are the only ones being effected by this.
4) They are changing FBP to work on ALL WEAPON TYPES as per this statement from the devs
Feedback Pulse
Goal: This ability can be used to augment DPS by reflecting your opponents directed energy attacks, as well as a deterrent in PvP if currently the main target of a group.
Changes:
* Reflects all directed energy types (beams, cannons, turrets)
* Feedback Pulse is now an energy type, buffed and resisted as other damage types
* Feedback Pulse reflected damage hits shields first, but does have 50% shield penetration
* Overall reflected damage reduced, where best reflection at version III is about equal to source damage
Countered By: Subnucleonic Beam removes buff, projectile weapon or indirect damage ignores it
Your post is FAIL.
The Devs are right. You are wrong.
You don't seem to understand very much about FBP as it is currently at all.
I wonder how many testers were using macros...
Oh, and your crying whining calling for nerf on a skill that is passive is fail.
Once again, the devs stated the power is broken. Above is the upcoming fix.
Devs are right. You are wrong.
Fail post is fail
Let us refrain from saying anything the devs say as god like, we both could point out numerous things the devs say and do that is wrong or messed up....
Secondly, the devs, rely on feed back from whining babies. People asking for nerfs are that whining babies. Especialy on a skill that is SO easily avoided. You are calling for a nerf to a skill that does NOTHING unitill you fire on it, not only does it do NOTHING, it takes away the skill slot of sci 2nd tier...
So in essence, if people playing are less TRIBBLE, it would be worthless alla round and gimp you on a skill slot. I have multiple sci officers which i have to switch depending on the inteligence level of the people i am playing.
Did you ever thing the "white elephant" is not being discussed because so few players are using ANY kind of macros that it is not even worth mentioning. I am not using macros. My friends are not using macros.
I don't think it is an elephant at all
More like a mouse.
The power is NOT WORKING AS INTENDED, as stated by the devs over and over and over and over and over and over.
They are fixing it.
Devs are not Gods,..but they ARE the "demigods" of STO. They set the rules. They have stated is has been broken for a long time. Just because you seem to have some deep passionate love for FBP, even as broken as it is, it does not mean you are right.
This power has been discussed at length since beta. It just became the FOTM power once people realized how broken and OP it was.
Now it is being dealt with.
The big 3 are.
Here are the FULL notes for the BIG 3 BROKEN powers.
Feedback Pulse
Goal: This ability can be used to augment DPS by reflecting your opponents directed energy attacks, as well as a deterrent in PvP if currently the main target of a group.
Changes:
* Reflects all directed energy types (beams, cannons, turrets)
* Feedback Pulse is now an energy type, buffed and resisted as other damage types
* Feedback Pulse reflected damage hits shields first, but does have 50% shield penetration
* Overall reflected damage reduced, where best reflection at version III is about equal to source damage
Countered By: Subnucleonic Beam removes buff, projectile weapon or indirect damage ignores it
Subnucleonic Beam
Goal: This ability removes buffs and slows performance of targeted enemy. Counters abilities such as Feedback Pulse, Reverse Shield Polarity, Attack Pattern Alpha, by removing the applied buff.
Changes:
* This does not put abilities into recharge, but instead slows the recharge time for bridge officer abilities and weapons systems over its duration.
* Removes currently applied buffs from target at activation time. Buffs can be later applied while subnucleonic beam is active.
Countered By: Science Team applied while SNB active removes debuff, Photonic Officer helps to offset slow recharge
Viral Matrix
Goal: Cripples target, but target has the chance to remove debuff or continue to fight at a disadvantage.
Changes:
* This is no longer a hold, but instead takes three of a ship's subsystems offline.
* Shields subsystems are unaffected, but weapons, engines, and auxiliary will go offline in a random order over the course of the duration. As the systems go offline in a staggered method, the target has some time to react and does not have all three systems disabled for the entire duration.
Countered By: Engineering Team restores all subsystems, Emergency Power to [system] will restore that particular subsystem.
Stop trying to defend this power and explain that all problems are being presented by your "white elephant"
You are still wrong. Been wrong since post one. Maybe you are trying to go for some kind of record.
WRONG, i have a beam boat my self. Klink side, run 8 beams, sometimes 6 and two toprs. I am skilled at keepig you broadside, so you are getting whakced with the most possible. I see one bolt coming back, I STOP FIRING.
Let us assume that I stop firing and all 8 beams are still going to go off, and let us say each FBP does 2k dmg. (which i think is high, but let us do it for argument sake).
That is 8 x's 2,000 = 16k dmg, thats it, thats all
But if you run a cheat macro, and you cant be bothered, or cant hit it off fast enough, you will die. Or if you BOL , you can die too.
Seems fair to me.
You're ignorance is showing. You can not shut off beam weapons mid cycle. Which means your 8 times 2000 math is terribly off. And a 2000 FBP means that they are only running FBP II, and your damage is bad. I'll be happy to show direct you to a few players who know how to max out FBP, and nail you for 4k+ per beam using FBP 3. This number can be reached with max aux and skills
Here's the real math... for an 8 beam cruiser.
All beam weapons fire 4 pulses when you fire them, which cannot be turned off during this cycle. 4 second fire rate means 1 beam per second from EACH beam array/bank.
Let's say, worst case, you get caught at the start of a full 8 beam broadside.
8 beams x 4 pulses per cycle =32 pulses for one broadside
32 pulses x 4000 FBP III = 128,000!!! damage
128,000 damage, from a full broadside. Realistically, this number is limited by the following conditions: The target must have all deflector and deflector field skills maxed, must have 3-4 +30 deflector field consoles, full aux of 100+, and must be able to use Feedback Pulse 3.
But let's revise your fuzzy math... but with a correct full 8 beam broadside count.
32 pulses x 2000 = 64,000 damage. Ouch
Perhaps you've never been caught at the start of a maxed FBP. So really, if you were caught on the tail end of your cycle, maybe you've never been hit more than 8-12 times. FIne. But stop spreading misinformation
THIS LINK is a decently good feedback pulse ONE user. As you can see, FBP was turned on just after my 6 beam broadside started, so I took around 12 hits. Dropped me to less than 75%. That's 12 X 1200 per pulse, for 14K of damage. This is FBP one.
THIS ONE is FBP TWO. As you can see on the test server, it went from 2000-4000! damage. This is only FBP II.
I don't have a result I can find atm from FBP III. But I made my point.
I am trying to test what he says about neams firing 4 times each for every "attack" I have not been able to duplicate that, nor have i suffered from 4k fbp hits, and i have been targeting people with it purposefully.
In other words according to him if i have 8 beams, thats 24 attacks on one buton press, i dont see that, what am i doing wrong assuming he is correct?
Were you lying when you said you ran a beam boat then? How could you miss that beams fire 4 times for every time you press the button?
Roll a new character. When you get into space, target one of the disabled Borg ships, and press the space bar: 1,2,3,4. Press the space bar again: 1,2,3,4.
On ships with more arrays it can get a little harder to count since they son't always trigger at the same time, but it's easy to see that beams don't stop firing after a single button press.
It's easy to tell that you're just trolling, because if you even just play to level 5 you'll see beams firing several times with a single press of the button. You can't possibly think that you are telling the truth.
You're ignorance is showing. You can not shut off beam weapons mid cycle. Which means your 8 times 2000 math is terribly off. And a 2000 FBP means that they are only running FBP II, and your damage is bad. I'll be happy to show direct you to a few players who know how to max out FBP, and nail you for 4k+ per beam using FBP 3. This number can be reached with max aux and skills
Here's the real math... for an 8 beam cruiser.
All beam weapons fire 4 pulses when you fire them, which cannot be turned off during this cycle. 4 second fire rate means 1 beam per second from EACH beam array/bank.
Let's say, worst case, you get caught at the start of a full 8 beam broadside.
8 beams x 4 pulses per cycle =32 pulses for one broadside
32 pulses x 4000 FBP III = 128,000!!! damage
128,000 damage, from a full broadside. Realistically, this number is limited by the following conditions: The target must have all deflector and deflector field skills maxed, must have 3-4 +30 deflector field consoles, full aux of 100+, and must be able to use Feedback Pulse 3.
But let's revise your fuzzy math... but with a correct full 8 beam broadside count.
32 pulses x 2000 = 64,000 damage. Ouch
Perhaps you've never been caught at the start of a maxed FBP. So really, if you were caught on the tail end of your cycle, maybe you've never been hit more than 8-12 times. FIne. But stop spreading misinformation
THIS LINK is a decently good feedback pulse ONE user. As you can see, FBP was turned on just after my 6 beam broadside started, so I took around 12 hits. Dropped me to less than 75%. That's 12 X 1200 per pulse, for 14K of damage. This is FBP one.
THIS ONE is FBP TWO. As you can see on the test server, it went from 2000-4000! damage. This is only FBP II.
I don't have a result I can find atm from FBP III. But I made my point.
But the question STILL remains. How does that make it overpowered? Plus the numbers you listed are the MAXIMUM possible damage, assuming he turned it on the moment you clicked attack and had AUX set to high.
Going back to the main point, if you can simply not run 8 beams to not take that damage, how is this skill overpowered? I guess you think running 8 beams should have no negative side effect? Agree to disagree if so.
The most fbp has done to me= 1800, the usual 300-500.
This video might help show some larger FBP numbers (I've never used it, so I can onlu speculate the 3-4k numbers going through the shields is FBP is action)
But the question STILL remains. How does that make it overpowered? Plus the numbers you listed are the MAXIMUM possible damage, assuming he turned it on the moment you clicked attack and had AUX set to high.
Going back to the main point, if you can simply not run 8 beams to not take that damage, how is this skill overpowered? I guess you think running 8 beams should have no negative side effect? Agree to disagree if so.
justtray, whisper me in game. I will show you someone that will kill you within one, six beam cycle, of an array broadside with fbp3.
Comments
It singlehandedly makes perhaps the most familiar and iconic Star Trek weapons (i.e. beams) nearly useless in a PvP environment. That's stupid and broken, and needs to be fixed. I shouldn't take 30-50% hull damage in the few seconds it takes to clear my target and stop firing.
The only reason you take damage when somone has feed back pulse s because you are firing at them. If you don't fire, you take no damage.
But right now once you tigger your beam array to fire it will fire the whole cycle with no way to stop it, and a whole cycle vs. a FBP speced aux ship will be enough to destroy you.
Answer:
Less beams, turn ship so beams are out of attack arc... Seems like fbp is a great counter to 8 beam cruiser boats...
Game wasn't designed for every weapon firing as often as the macro players use it. Right, there is no punishment for doing it.
If your silly enough to keep attacking a vessel who's clearly sending bolts back at you.. your just a bad player and crying cause you want your exploit to work, but nerf that which gets in the way of your mad dps. Hate to tell you, no ones dps impresses me.. you don't get an uber award for being on top of dmg. Maybe do your team a favor and focus more on surviving than zomg i can't stop shooting, this is unfair.
Heck, clear your auto target and wait a second, FBP doesn't even last long. But no, you must also have auto target enabled and can't keep it cleared.
This is so funny. This sentence shows me that you have never piloted cruisers with all beams, and therefore your argument is vastly flawed.
WRONG, i have a beam boat my self. Klink side, run 8 beams, sometimes 6 and two toprs. I am skilled at keepig you broadside, so you are getting whakced with the most possible. I see one bolt coming back, I STOP FIRING.
Let us assume that I stop firing and all 8 beams are still going to go off, and let us say each FBP does 2k dmg. (which i think is high, but let us do it for argument sake).
That is 8 x's 2,000 = 16k dmg, thats it, thats all
But if you run a cheat macro, and you cant be bothered, or cant hit it off fast enough, you will die. Or if you BOL , you can die too.
Seems fair to me.
Now that respec is here, FBP is mostly over 3.5K. Most science ships out there have maxed it out. And also now that we are mostly doing FvF, people are more inclined to use it. I have been hit for over 6K today by a single FBP and, God forbid, I was not using beam overload. You can get your FB pulses to a minimum of 4K each.
Secondly, your calculation is also flawed. Each beam fires itself 4 times even if you press the button once. This is the main reason why using 6 beams is much better than using all turrets or non-beam weapons on cruisers as your power levels drop drastically. So even if you stop firing and target someone else, your beams will continue firing at that target for a short while longer.
I don't even need to do the calculation here with each pulse hitting over 4K. If the target pops FBP while you are broadsiding, you are dead for sure. Pray to god you only had 3 beams on him, and even then your hull will go down to 40%.
Why keep ranting on about it? Please get over it.
Then I must be a god, do not die from FBP alone.
Why not address the first part of the post then, autohotkey? You use that? I can survive one round of beams on FBP easily, why? Because i do not exploit. End of story, the calls for its nerf is coming mostly from those that do.
This is a lie. There has never been any evidence at all of anyone dying from one volley of beams. The only evidence that I've seen of anyone even dying to feedback pulse is through the use of buffs or beam overlord, which FBP is designed to counter.
Your post is invalid.
I too have run all beams on a RA 5 Carrier. It's a horribly noob setup because you're so easily countered. Just because you want to play mathcraft to max out your dps doesn't mean you get to nerf any ability that stand in the way of that.
Use turrets or torpedos if you're so bad that you can't stop firing.
In other words according to him if i have 8 beams, thats 24 attacks on one buton press, i dont see that, what am i doing wrong assuming he is correct?
Billy, you're not doing anything wrong. There's a huge amount of butt buddies on the forums here that are doing exactly what you're saying, abusing 8 beams and macros and they don't want their max dps nerfed. You simply aren't going to get too far on here. I used to bother trying but I'd just get branded a Troll when I asked for any sort of proof, which of course was never provided.
"ZOMG YOU NEED PROOF?! UR A NOOB TROLL"
Pretty telling as to why this game is going to fail. Worst noobs ever.
Yep, seems to me, the biggest gain to my dps is not dying. Return to Spawn = less dps.. wait this goes for many MMO's and man min/maxers... Dead DPS is not DPS.
It's the same cry regardless of what the ability/spell is.
zomg roots suck
zomg chain fear sucks
zomg mezz sucks
There is only one thing i don't like is no counter for SNB. I think everyone should plan for Attack and CounterAttack. Shouldn't just be load up best dps and attack only BOs. If someone fails to stay alert they deserve to go back to spawn.. heck go back to character generation.
I can safely say you are a troll.
1) You say FBP hits for an average of 2k (I wish)
2) You CLEARLY don't understand how beams work
3) You state that macro users and auto fire people are the only ones being effected by this.
4) They are changing FBP to work on ALL WEAPON TYPES as per this statement from the devs
Feedback Pulse
Goal: This ability can be used to augment DPS by reflecting your opponents directed energy attacks, as well as a deterrent in PvP if currently the main target of a group.
Changes:
* Reflects all directed energy types (beams, cannons, turrets)
* Feedback Pulse is now an energy type, buffed and resisted as other damage types
* Feedback Pulse reflected damage hits shields first, but does have 50% shield penetration
* Overall reflected damage reduced, where best reflection at version III is about equal to source damage
Countered By: Subnucleonic Beam removes buff, projectile weapon or indirect damage ignores it
Your post is FAIL.
The Devs are right. You are wrong.
You don't seem to understand very much about FBP as it is currently at all.
The most fbp has done to me= 1800, the usual 300-500.
I have also figured out that i can tank the full 15 seconds someone has it up and out heal the dmg with one haz emit.
Most feds are sci/sci and have fbp.
When i used fbp, poped battery first I noticed many people kill them selves. Why? they beam overload. This leads me to believe they not only have fire all weapons built into their macros but their special attacks as well. Because i can not imagine anyone being so stupid to pop BOL while the little white balls are flying back at them.
Even with my ship speced for fbp and battery the dmg was only 1200 ish, but i was using fbp 1 since My top sci slot is 2nd tier.
I died zero times to FBP.
Infact i usualy just stayed right on the target the whole time fbp was up, I just didnt BOL.
I wonder how many testers were using macros...
Oh, and your crying whining calling for nerf on a skill that is passive is fail.
Once again, the devs stated the power is broken. Above is the upcoming fix.
Devs are right. You are wrong.
Fail post is fail
Let us refrain from saying anything the devs say as god like, we both could point out numerous things the devs say and do that is wrong or messed up....
Secondly, the devs, rely on feed back from whining babies. People asking for nerfs are that whining babies. Especialy on a skill that is SO easily avoided. You are calling for a nerf to a skill that does NOTHING unitill you fire on it, not only does it do NOTHING, it takes away the skill slot of sci 2nd tier...
So in essence, if people playing are less TRIBBLE, it would be worthless alla round and gimp you on a skill slot. I have multiple sci officers which i have to switch depending on the inteligence level of the people i am playing.
I don't think it is an elephant at all
More like a mouse.
The power is NOT WORKING AS INTENDED, as stated by the devs over and over and over and over and over and over.
They are fixing it.
Devs are not Gods,..but they ARE the "demigods" of STO. They set the rules. They have stated is has been broken for a long time. Just because you seem to have some deep passionate love for FBP, even as broken as it is, it does not mean you are right.
This power has been discussed at length since beta. It just became the FOTM power once people realized how broken and OP it was.
Now it is being dealt with.
The big 3 are.
Here are the FULL notes for the BIG 3 BROKEN powers.
Feedback Pulse
Goal: This ability can be used to augment DPS by reflecting your opponents directed energy attacks, as well as a deterrent in PvP if currently the main target of a group.
Changes:
* Reflects all directed energy types (beams, cannons, turrets)
* Feedback Pulse is now an energy type, buffed and resisted as other damage types
* Feedback Pulse reflected damage hits shields first, but does have 50% shield penetration
* Overall reflected damage reduced, where best reflection at version III is about equal to source damage
Countered By: Subnucleonic Beam removes buff, projectile weapon or indirect damage ignores it
Subnucleonic Beam
Goal: This ability removes buffs and slows performance of targeted enemy. Counters abilities such as Feedback Pulse, Reverse Shield Polarity, Attack Pattern Alpha, by removing the applied buff.
Changes:
* This does not put abilities into recharge, but instead slows the recharge time for bridge officer abilities and weapons systems over its duration.
* Removes currently applied buffs from target at activation time. Buffs can be later applied while subnucleonic beam is active.
Countered By: Science Team applied while SNB active removes debuff, Photonic Officer helps to offset slow recharge
Viral Matrix
Goal: Cripples target, but target has the chance to remove debuff or continue to fight at a disadvantage.
Changes:
* This is no longer a hold, but instead takes three of a ship's subsystems offline.
* Shields subsystems are unaffected, but weapons, engines, and auxiliary will go offline in a random order over the course of the duration. As the systems go offline in a staggered method, the target has some time to react and does not have all three systems disabled for the entire duration.
Countered By: Engineering Team restores all subsystems, Emergency Power to [system] will restore that particular subsystem.
Stop trying to defend this power and explain that all problems are being presented by your "white elephant"
You are still wrong. Been wrong since post one. Maybe you are trying to go for some kind of record.
You're ignorance is showing. You can not shut off beam weapons mid cycle. Which means your 8 times 2000 math is terribly off. And a 2000 FBP means that they are only running FBP II, and your damage is bad. I'll be happy to show direct you to a few players who know how to max out FBP, and nail you for 4k+ per beam using FBP 3. This number can be reached with max aux and skills
Here's the real math... for an 8 beam cruiser.
All beam weapons fire 4 pulses when you fire them, which cannot be turned off during this cycle. 4 second fire rate means 1 beam per second from EACH beam array/bank.
Let's say, worst case, you get caught at the start of a full 8 beam broadside.
8 beams x 4 pulses per cycle =32 pulses for one broadside
32 pulses x 4000 FBP III = 128,000!!! damage
128,000 damage, from a full broadside. Realistically, this number is limited by the following conditions: The target must have all deflector and deflector field skills maxed, must have 3-4 +30 deflector field consoles, full aux of 100+, and must be able to use Feedback Pulse 3.
But let's revise your fuzzy math... but with a correct full 8 beam broadside count.
32 pulses x 2000 = 64,000 damage. Ouch
Perhaps you've never been caught at the start of a maxed FBP. So really, if you were caught on the tail end of your cycle, maybe you've never been hit more than 8-12 times. FIne. But stop spreading misinformation
THIS LINK is a decently good feedback pulse ONE user. As you can see, FBP was turned on just after my 6 beam broadside started, so I took around 12 hits. Dropped me to less than 75%. That's 12 X 1200 per pulse, for 14K of damage. This is FBP one.
THIS ONE is FBP TWO. As you can see on the test server, it went from 2000-4000! damage. This is only FBP II.
I don't have a result I can find atm from FBP III. But I made my point.
Wow. Are you for real?
Seriously?
You can't be this paranoid.
Roll a new character. When you get into space, target one of the disabled Borg ships, and press the space bar: 1,2,3,4. Press the space bar again: 1,2,3,4.
On ships with more arrays it can get a little harder to count since they son't always trigger at the same time, but it's easy to see that beams don't stop firing after a single button press.
It's easy to tell that you're just trolling, because if you even just play to level 5 you'll see beams firing several times with a single press of the button. You can't possibly think that you are telling the truth.
But the question STILL remains. How does that make it overpowered? Plus the numbers you listed are the MAXIMUM possible damage, assuming he turned it on the moment you clicked attack and had AUX set to high.
Going back to the main point, if you can simply not run 8 beams to not take that damage, how is this skill overpowered? I guess you think running 8 beams should have no negative side effect? Agree to disagree if so.
This video might help show some larger FBP numbers (I've never used it, so I can onlu speculate the 3-4k numbers going through the shields is FBP is action)
http://www.wegame.com/watch/fbp-is-op/
I'm indifferent to the current argument, just hoping to bring some move information to the table.
justtray, whisper me in game. I will show you someone that will kill you within one, six beam cycle, of an array broadside with fbp3.
I find it funny too.
The greatest one liner is "Just stop shooting" like that's the real cause behind the issue. LOL
I agree with you that it is an ability that was never intended to do what it's doing now.
4.5k damage per beam per hit is absurd and very EXPLOITABLE.
As with any new game it takes the devs a little while to tweak all the broken game mechanics in PVP and this is a good example of a busted mechanic.
Thank goodness they're fixing this silly exploitable ability soon but even the fix might be too beefy on FBP III.
Either way it's better then what it is now.